Page 12 of 20
Posted: Sat Aug 17, 2002 8:04 am
by Saint_Proverbius
Doyle wrote:I think the bullet slowing down was talking about Deringer pistols rather than the mini-rocket launchers. The only reason Deringers would be more effective at close range is because they would simply be too inaccurate. However, I don't think Deringers fit the retro feel of the game anyway.
Why not? Deringers were extremely popular during the 20s through 40s.
Posted: Sat Aug 17, 2002 9:08 am
by Constipated BladeRunner
Eeehhh, Saint, I hate to disagree with you, but this is retro of a certain age (fifties) and when I think fifties, I think Red Ryder BB gun, not really "deringer".
Posted: Sat Aug 17, 2002 9:51 am
by Doyle
Deringers became popular around the mid-1800s so the most commonly associated image is that of the flamboyant Riverboat gambler. If the entire atmosphere of FO3 were that of Redding, it wouldn't be an issue. However, in my mind at least, Deringers don't really have much of a place in a retrotech future.
Posted: Sat Aug 17, 2002 10:11 am
by Strap
maybe a deringer laser, that turned out to be (like the origional) extremely weak.
but someone only mentions it, or its on a holotape
Posted: Sat Aug 17, 2002 6:27 pm
by Saint_Proverbius
If you want to go by the way the original deringer was made, the .223 pistol is a deringer since it was crafted from a rifle. However, a deringer is really just a small, concealable weapon that uses a powerful round. They were popular through the 1940s because of their ability to be concealed. Then, of course, we had WW2.
Posted: Sat Aug 17, 2002 10:06 pm
by spyder07
It wouldn't have be a Deranger, maybejust some home made equivilent. Everybody loves home made guns!
As for the rockets, what if you jused a small caliber bullet to ignite the rocket. That way the bullet cart would get it out of the barrel going decently fast, then the rocket would accelerate it or at least matain it's speed to make for longer ranges.
Posted: Sun Aug 18, 2002 12:27 am
by Doyle
Umm... You're not serious, are you?
Posted: Sun Aug 18, 2002 1:35 am
by Mr. Zealot
They've done that since the thirty's i think. In the Great War part 2 both sides had grenades that you stuck on the end of the barrel, and when you fired a round, off it went. There was a small scene in Saving Private Ryan that had one of those, during the beach landing.
Posted: Sun Aug 18, 2002 2:55 am
by Dan
I'm not sure why but I don't like the all idea behind explosive weapons.
I didn't care much for the rocket launcher in Fallout.
The mini-rocket idea was nice because it wasn't supposed to do splash damage.
The Fallout TB system, for some reason, doesn't work so well with those weapons in my opinion, anyway.
Posted: Sun Aug 18, 2002 3:24 am
by Doyle
Mr. Zealot wrote:They've done that since the thirty's i think. In the Great War part 2 both sides had grenades that you stuck on the end of the barrel, and when you fired a round, off it went. There was a small scene in Saving Private Ryan that had one of those, during the beach landing.
I don't believe I've ever seen one of those. Got a link?
Posted: Sun Aug 18, 2002 3:49 am
by OnTheBounce
Rifle grenades have been around since at least 1913, actually. Here are a couple of links to take a look at:
Converting a US handgrenade into a rifle grenade
US Rifle Grenade Launchers of WWII
French Rifle Grenade of 1915
OTB
Posted: Sun Aug 18, 2002 11:37 am
by Strap
lol, that would work easyly with any weapon in the FO universe, because it would be just another type of ammo, HP, AP, Grenade.
it would explode, cool
Posted: Tue Aug 20, 2002 6:21 am
by Blarg
Just for the sake of ridiculousness, I would like to be able to salvage a plasma cannon or heavy minigun from a turret, or at least ammo.
Programmable missile: Rocket launcher load. It can make one or more turns at predetermined distances during flight, allowing it to shoot around corners.
Plasma rocket: RL rocket with a plasma warhead for even more damage.
Tactical Nuclear rocket: On second thought, nevermind, except maybe to finish off the Bad Guy.
Super-Ripper: An improved Ripper, the Ripper's equivalent of the Mega Power Fist. It has a bigger motor and tungsten carbide teeth or something.
Spiked Louisville Slugger: The classic ball bat with nails in it.
+5 Sword of Flaming Spastic Death... oh, sorry, wrong forum.
Posted: Tue Aug 20, 2002 11:25 am
by OnTheBounce
Blarg wrote:Super-Ripper: An improved Ripper, the Ripper's equivalent of the Mega Power Fist. It has a bigger motor and tungsten carbide teeth or something.
You know, it never occured to me that there's no improved version of the Ripper. I wonder why that is...
Blarg wrote:+5 Sword of Flaming Spastic Death... oh, sorry, wrong forum.
You're going to Hell for that bit. :mrgreen:
OTB
Posted: Tue Aug 20, 2002 9:57 pm
by spyder07
In my mind the explosiveness of the rocket would be less than that in a grenade. It would hurt because it wouldn't go off until it hit you.
Posted: Tue Aug 20, 2002 10:32 pm
by Esse_r
To balance early energy weapons, include laser pistols with damaged lenses and such. They do less damage, have shorter range and uses expensive ammo, but still powerful early in the game.
Posted: Tue Aug 20, 2002 10:51 pm
by Megatron
I'm hoping most weapons will not work properly like dud rockets, smoke grenades that 'leak', gun with no handles etc.
Posted: Wed Aug 21, 2002 12:30 am
by VasikkA
Damaged/low quality weapons in the beginning is a good idea, but you could also be able to repair them. Makes the repair skill much more usable.
Posted: Wed Aug 21, 2002 7:13 am
by spyder07
Good idea.
Posted: Wed Aug 21, 2002 8:42 am
by Strap
or if you use an AP rocket on someone with like no armor on, it will go through them, and hit the next hardest thing. lol, i gotta see that.
or if you launch a rocket the animation could show it getting stuck in the enemy, then blowwing him to bits. or just getting stuck, and not going off, lol dud
you should have more problems with guns that are prone to jamming.
like how the Bozar said it jammed, but i never had that happen in like 10 run throughs of FO2